CS448A: Real-Time Graphics Architectures

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Assignments

Description

High-performance 3D graphics systems are now a part of almost every
personal computer. In fact, the two major computational components of a
PC are its main processor (CPU) and its graphics processor (now being
referred to as the GPU). This course covers the architecture of
graphics chips and systems. Topics include the key components of the
graphics pipeline including the display, framebuffer,
rasterization, texturing and geometry processing stages. More general
topics include how graphics chips are different than main processors,
and how to quantitatively model and evaluate graphics systems.
Finally, we will cover trends in graphics hardware including programmable
shading and ray tracing architectures. This course is targetted to
both systems students interested in building graphics systems, as well
as programmers interested in real-time graphics applications such as games.

The class is open to students with a background in computer graphics or
computer systems and architecture. It may be taken for 1 or 3 credits.
For 1 credit, each student will be expected to attend all the lectures and
participate in discussions. For 3 credits, two projects will be assigned.
The first will be to analyze tradeoffs in graphics architectures, and the
second will be to design part of a graphics system.